I hope me starting this quest system will help people make more just by using it.
i do plain on removing the set tags later on So i will update date this as i improve it. Any ideas or suggestions to help imrpove on this quest system let me know.
You need to make a globel.js
function onPickup( iPickedUp, pGrabber )
{
var pSock = pGrabber.socket;
//Check the value of pSock.pickupSpot to determine where the item was picked up from
switch( pSock.pickupSpot )
{
case 0: //nowhere
return false;
case 1: //ground
return false;
case 2: //ownpack
return false;
case 3: //otherpack
var oldNumToGet = pGrabber.GetTag( "FQ_numToGet" );
if( oldNumToGet && pGrabber.GetTag( "FQ_IDTOGET" ) == iPickedUp.id )
{
var newNumToGet = (oldNumToGet-1);
pGrabber.SetTag( "FQ_numToGet", newNumToGet );
if( newNumToGet )
pGrabber.SysMessage( "You have "+NumToString( newNumToGet )+" more items to collect." );
else
pGrabber.SysMessage( "You have completed your task, return to Farmer Jones for your reward." );
}
return false;
case 4: //paperdoll
return false;
case 5: //bank
return false;
default:
pGrabber.TextMessage( "Error. Redo from Start." );
break;
}
}
{
var pSock = pGrabber.socket;
//Check the value of pSock.pickupSpot to determine where the item was picked up from
switch( pSock.pickupSpot )
{
case 0: //nowhere
return false;
case 1: //ground
return false;
case 2: //ownpack
return false;
case 3: //otherpack
var oldNumToGet = pGrabber.GetTag( "FQ_numToGet" );
if( oldNumToGet && pGrabber.GetTag( "FQ_IDTOGET" ) == iPickedUp.id )
{
var newNumToGet = (oldNumToGet-1);
pGrabber.SetTag( "FQ_numToGet", newNumToGet );
if( newNumToGet )
pGrabber.SysMessage( "You have "+NumToString( newNumToGet )+" more items to collect." );
else
pGrabber.SysMessage( "You have completed your task, return to Farmer Jones for your reward." );
}
return false;
case 4: //paperdoll
return false;
case 5: //bank
return false;
default:
pGrabber.TextMessage( "Error. Redo from Start." );
break;
}
}
function onSpeech( myString, myPlayer, myNPC, pSock )
{
if( !myNPC.InRange( myPlayer, 2 ) )
return;
var startQuest = myPlayer.GetTag( "FQ_START" );
var Speech_Array = myString.split(" ");
var i = 0, currObj = 0;
for( i = 1; i <= Speech_Array.length; i++ )
{
if( Speech_Array[currObj].match( /\bHail\b/i ) || Speech_Array[currObj].match( /\bHi\b/i ) || Speech_Array[currObj].match( /\bHello\b/i ) )
{
myNPC.TurnToward( myPlayer );
myNPC.TextMessage( "Hail "+myPlayer.name+". You seem like a brave sort, I may have a task for you." );
}
else if( Speech_Array[currObj].match( /\bQuest\b/i ) || Speech_Array[currObj].match( /\bAdventure\b/i ) || Speech_Array[currObj].match( /\bTask\b/i ) )
{
myNPC.TurnToward( myPlayer );
if( myPlayer.GetTag( "FQ_LEVEL" ) )
{
myNPC.TextMessage( "I have already given you a task, you may request your reward when you have completed it" );
return false;
}
else
{
myPlayer.SetTag( "FQ_START", 1 );
var myGump = new Gump; // create a new gump
myGump.AddPage(0);
myGump.AddTiledGump( 50, 20, 400, 400, 5124 );
myGump.AddCheckerTrans( 50, 20, 400, 400 );
myGump.AddTiledGump( 50, 29, 30, 390, 10460 );
myGump.AddTiledGump( 34, 140, 17, 279, 9263 );
myGump.AddGump( 48, 135, 10411 );
myGump.AddGump( -16, 285, 10402 );
myGump.AddGump( 0, 10, 10421 );
myGump.AddGump( 25, 0, 10420 );
myGump.AddTiledGump( 83, 15, 350, 15, 10250 );
myGump.AddGump( 34, 419, 10306 );
myGump.AddGump( 442, 419, 10304 );
myGump.AddTiledGump( 51, 419, 392, 17, 10101 );
myGump.AddTiledGump( 415, 29, 44, 390, 2605 );
myGump.AddTiledGump( 415, 29, 30, 390, 10460 );
myGump.AddGump( 370, 50, 1417 );
myGump.AddGump( 425, 0, 10441 );
myGump.AddGump( 90, 33, 9005 );
myGump.AddTiledGump( 130, 65, 175, 1, 9101 );
myGump.AddButton( 95, 395, 0x2ee0, 1, 0, 1 ); // Button - Accept
myGump.AddButton( 313, 395, 0x2ef2, 1, 0, 0 ); // Button - Refuse
myGump.AddText( 130, 45, 0x34, "Crappy Quest" );
myGump.AddText( 98, 140, 0x34, "Description" );
myGump.AddText( 125, 165, 0x34, "Farmer Jones looks at you with hope." );
myGump.AddText( 98, 180, 0x34, "After he puts down his hoe," );
myGump.AddText( 98, 195, 0x34, "he says If you are brave enough," );
myGump.AddText( 98, 210, 0x34, "I have a task for you" );
myGump.AddText( 98, 225, 0x34, "I take it you wish for me to continue." );
myGump.AddText( 98, 240, 0x34, "I am i need of fertilizer for my garden." );
myGump.AddText( 98, 255, 0x34, "Are you still interested?" );
myGump.Send( myPlayer ); // send this gump to client now
myGump.Free(); // clear this gump from uox-memory
return false;
}
}
else if( Speech_Array[currObj].match( /\bReward\b/i ) )
{
myNPC.TurnToward( myPlayer );
var taskLevel = myPlayer.GetTag( "FQ_LEVEL" );
if( taskLevel )
{
var numToGet = myPlayer.GetTag( "FQ_numToGet" );
if( numToGet > 0 )
{
myNPC.TextMessage( "You Started a Quest but have not finished it.");
}
}
else
myNPC.TextMessage( "I don't give rewards I'm a farmer");
return false;
}
else if( Speech_Array[currObj].match( /\bQuite\b/i ) )
{
myNPC.TurnToward( myPlayer );
myNPC.TextMessage( "I better get back to my garden work." );
myPlayer.SetTag( "FQ_START", 0 );
myPlayer.SetTag( "FQ_numToGet", -1 );
myPlayer.SetTag( "FQ_IDTOGET", 0 );
myPlayer.SetTag( "FQ_LEVEL", 0 );
}
currObj++;
}
}
function onDropItemOnNpc( pDropper, pDroppedOn, iDropped )
{
pDroppedOn.TurnToward( pDropper );
var taskLevel = pDropper.GetTag( "FQ_LEVEL" );
if( taskLevel )
{
var numToGet = pDropper.GetTag( "FQ_numToGet" );
if( numToGet > 0)
{
myNPC.TextMessage( "Alas, you still have "+NumToString( numToGet )+" more to get before you receive your reward!");
}
else
{
var numCrap = pDropper.ResourceCount( 0xF81 );
var numEye = pDropper.ResourceCount( 0x0f87 );
var numBlood = pDropper.ResourceCount( 0x0f82 );
if( numCrap >= 20)
{
pDroppedOn.TextMessage( "Wonderful work my friend, here is your reward." );
var goldToGive = 0;
switch( RandomNumber( 0, 2 ) )
{
case 0: goldToGive = 50; break;
case 1: goldToGive = 75; break;
case 2: goldToGive = 100; break;
}
CreateDFNItem( pDropper.socket, pDropper, "0x0EED", goldToGive, "ITEM", true );
pDropper.SoundEffect( 0x0037, false );
pDropper.SetTag( "FQ_numToGet", 0 );
pDropper.SetTag( "FQ_IDTOGET", 0 );
pDropper.SetTag( "FQ_LEVEL", 0 );
pDropper.UseResource( 20, 0xF81 );
return 0;
}
else if( numEye >= 20)
{
pDroppedOn.TextMessage( "Wonderful work my friend, here is your reward." );
var goldToGive = 0;
switch( RandomNumber( 0, 2 ) )
{
case 0: goldToGive = 50; break;
case 1: goldToGive = 75; break;
case 2: goldToGive = 100; break;
}
CreateDFNItem( pDropper.socket, pDropper, "0x0EED", goldToGive, "ITEM", true );
pDropper.SoundEffect( 0x0037, false );
pDropper.SetTag( "FQ_numToGet", 0 );
pDropper.SetTag( "FQ_IDTOGET", 0 );
pDropper.SetTag( "FQ_LEVEL", 0 );
pDropper.UseResource( 20, 0x0f87 );
return 0;
}
else if( numBlood >= 20)
{
pDroppedOn.TextMessage( "Wonderful work my friend, here is your reward." );
var goldToGive = 0;
switch( RandomNumber( 0, 2 ) )
{
case 0: goldToGive = 50; break;
case 1: goldToGive = 75; break;
case 2: goldToGive = 100; break;
}
CreateDFNItem( pDropper.socket, pDropper, "0x0EED", goldToGive, "ITEM", true );
pDropper.SoundEffect( 0x0037, false );
pDropper.SetTag( "FQ_numToGet", 0 );
pDropper.SetTag( "FQ_IDTOGET", 0 );
pDropper.SetTag( "FQ_LEVEL", 0 );
pDropper.UseResource( 20, 0x0f82 );
return 0;
}
else if( numBlood <= 20 && numEye <= 20 && numCrap <= 20 )
{
pDroppedOn.TextMessage( "That is not the amount I asked for." );
return 0;
}
}
}
pDroppedOn.TextMessage( "I did not ask for this item." );
return 0;
}
function onGumpPress(pSock, myButtonID)
{
var myPlayer = pSock.currentChar;
switch( myButtonID )
{
case 0: // Refuse
myPlayer.SetTag( "FQ_START", 0 );
myPlayer.SysMessage("Farmer Jones goes back to his garden work.");
break;
case 1: // Accept
var myGump = new Gump; // create a new gump
var numToGet = (20);
var typeToGet = CreateGenericQuest( myPlayer, 1, numToGet );
myGump.AddPage(0);
myGump.AddTiledGump( 50, 20, 400, 400, 5124 );
myGump.AddCheckerTrans( 50, 20, 400, 400 );
myGump.AddTiledGump( 50, 29, 30, 390, 10460 );
myGump.AddTiledGump( 34, 140, 17, 279, 9263 );
myGump.AddGump( 48, 135, 10411 );
myGump.AddGump( -16, 285, 10402 );
myGump.AddGump( 0, 10, 10421 );
myGump.AddGump( 25, 0, 10420 );
myGump.AddTiledGump( 83, 15, 350, 15, 10250 );
myGump.AddGump( 34, 419, 10306 );
myGump.AddGump( 442, 419, 10304 );
myGump.AddTiledGump( 51, 419, 392, 17, 10101 );
myGump.AddTiledGump( 415, 29, 44, 390, 2605 );
myGump.AddTiledGump( 415, 29, 30, 390, 10460 );
myGump.AddGump( 370, 50, 1417 );
myGump.AddGump( 425, 0, 10441 );
myGump.AddGump( 90, 33, 9005 );
myGump.AddTiledGump( 130, 65, 175, 1, 9101 );
myGump.AddButton( 313, 395, 0x2eec, 1, 0, 3 ); // Button - Close
myGump.AddButton( 95, 395, 0x2ef5, 1, 0, 2 ); // Button - Resign
myGump.AddText( 130, 45, 0x34, "Crappy Quest" );
myGump.AddText( 98, 140, 0x34, "Description" );
myGump.AddText( 125, 165, 0x34, "What I would need you to do, is go kill the" );
myGump.AddText( 98, 180, 0x34, "Crayma and bring me the "+typeToGet+". Some of" );
myGump.AddText( 98, 195, 0x34, "them have it some don't. What I need from you, is" );
myGump.AddText( 98, 210, 0x34, "to bring me back "+NumToString( numToGet )+" pieces of "+typeToGet+" so I" );
myGump.AddText( 98, 225, 0x34, "can use it to help my garden grow. If you" );
myGump.AddText( 98, 240, 0x34, "decide to go through with this, I will give you" );
myGump.AddText( 98, 255, 0x34, "a sword and gold as well for your troubles." );
myGump.Send( myPlayer ); // send this gump to client now
myGump.Free(); // clear this gump from uox-memory
return false;
break;
case 2: // Resign
myPlayer.SetTag( "FQ_numToGet", 0 );
myPlayer.SetTag( "FQ_IDTOGET", 0 );
myPlayer.SetTag( "FQ_LEVEL", 0 );
myPlayer.SetTag( "FQ_START", 0 );
myPlayer.SysMessage("Farmer Jones goes back to his garden work.");
break;
case 3: // Close
break;
}
}
function CreateGenericQuest( myPlayer, questLevel, numToGet )
{
var typeToGet = GetItemType( myPlayer, questLevel );
myPlayer.SetTag( "FQ_numToGet", numToGet );
myPlayer.SetTag( "FQ_LEVEL", questLevel );
myPlayer.SetTag( "FQ_START", 0 );
return typeToGet;
}
function GetItemType( myPlayer, questLevel )
{
var retVal = "";
switch( questLevel )
{
case 1:
switch( RandomNumber( 0, 2 ) )
{
case 0:
myPlayer.SetTag( "FQ_IDTOGET", 0xf81 );
retVal = "Crayma Crap";
break;
case 1:
myPlayer.SetTag( "FQ_IDTOGET", 0x0f82 );
retVal = "Crayma Blood";
break;
case 2:
myPlayer.SetTag( "FQ_IDTOGET", 0x0f87 );
retVal = "Crayma Scales";
break;
}
break;
}
return retVal;
}
{
if( !myNPC.InRange( myPlayer, 2 ) )
return;
var startQuest = myPlayer.GetTag( "FQ_START" );
var Speech_Array = myString.split(" ");
var i = 0, currObj = 0;
for( i = 1; i <= Speech_Array.length; i++ )
{
if( Speech_Array[currObj].match( /\bHail\b/i ) || Speech_Array[currObj].match( /\bHi\b/i ) || Speech_Array[currObj].match( /\bHello\b/i ) )
{
myNPC.TurnToward( myPlayer );
myNPC.TextMessage( "Hail "+myPlayer.name+". You seem like a brave sort, I may have a task for you." );
}
else if( Speech_Array[currObj].match( /\bQuest\b/i ) || Speech_Array[currObj].match( /\bAdventure\b/i ) || Speech_Array[currObj].match( /\bTask\b/i ) )
{
myNPC.TurnToward( myPlayer );
if( myPlayer.GetTag( "FQ_LEVEL" ) )
{
myNPC.TextMessage( "I have already given you a task, you may request your reward when you have completed it" );
return false;
}
else
{
myPlayer.SetTag( "FQ_START", 1 );
var myGump = new Gump; // create a new gump
myGump.AddPage(0);
myGump.AddTiledGump( 50, 20, 400, 400, 5124 );
myGump.AddCheckerTrans( 50, 20, 400, 400 );
myGump.AddTiledGump( 50, 29, 30, 390, 10460 );
myGump.AddTiledGump( 34, 140, 17, 279, 9263 );
myGump.AddGump( 48, 135, 10411 );
myGump.AddGump( -16, 285, 10402 );
myGump.AddGump( 0, 10, 10421 );
myGump.AddGump( 25, 0, 10420 );
myGump.AddTiledGump( 83, 15, 350, 15, 10250 );
myGump.AddGump( 34, 419, 10306 );
myGump.AddGump( 442, 419, 10304 );
myGump.AddTiledGump( 51, 419, 392, 17, 10101 );
myGump.AddTiledGump( 415, 29, 44, 390, 2605 );
myGump.AddTiledGump( 415, 29, 30, 390, 10460 );
myGump.AddGump( 370, 50, 1417 );
myGump.AddGump( 425, 0, 10441 );
myGump.AddGump( 90, 33, 9005 );
myGump.AddTiledGump( 130, 65, 175, 1, 9101 );
myGump.AddButton( 95, 395, 0x2ee0, 1, 0, 1 ); // Button - Accept
myGump.AddButton( 313, 395, 0x2ef2, 1, 0, 0 ); // Button - Refuse
myGump.AddText( 130, 45, 0x34, "Crappy Quest" );
myGump.AddText( 98, 140, 0x34, "Description" );
myGump.AddText( 125, 165, 0x34, "Farmer Jones looks at you with hope." );
myGump.AddText( 98, 180, 0x34, "After he puts down his hoe," );
myGump.AddText( 98, 195, 0x34, "he says If you are brave enough," );
myGump.AddText( 98, 210, 0x34, "I have a task for you" );
myGump.AddText( 98, 225, 0x34, "I take it you wish for me to continue." );
myGump.AddText( 98, 240, 0x34, "I am i need of fertilizer for my garden." );
myGump.AddText( 98, 255, 0x34, "Are you still interested?" );
myGump.Send( myPlayer ); // send this gump to client now
myGump.Free(); // clear this gump from uox-memory
return false;
}
}
else if( Speech_Array[currObj].match( /\bReward\b/i ) )
{
myNPC.TurnToward( myPlayer );
var taskLevel = myPlayer.GetTag( "FQ_LEVEL" );
if( taskLevel )
{
var numToGet = myPlayer.GetTag( "FQ_numToGet" );
if( numToGet > 0 )
{
myNPC.TextMessage( "You Started a Quest but have not finished it.");
}
}
else
myNPC.TextMessage( "I don't give rewards I'm a farmer");
return false;
}
else if( Speech_Array[currObj].match( /\bQuite\b/i ) )
{
myNPC.TurnToward( myPlayer );
myNPC.TextMessage( "I better get back to my garden work." );
myPlayer.SetTag( "FQ_START", 0 );
myPlayer.SetTag( "FQ_numToGet", -1 );
myPlayer.SetTag( "FQ_IDTOGET", 0 );
myPlayer.SetTag( "FQ_LEVEL", 0 );
}
currObj++;
}
}
function onDropItemOnNpc( pDropper, pDroppedOn, iDropped )
{
pDroppedOn.TurnToward( pDropper );
var taskLevel = pDropper.GetTag( "FQ_LEVEL" );
if( taskLevel )
{
var numToGet = pDropper.GetTag( "FQ_numToGet" );
if( numToGet > 0)
{
myNPC.TextMessage( "Alas, you still have "+NumToString( numToGet )+" more to get before you receive your reward!");
}
else
{
var numCrap = pDropper.ResourceCount( 0xF81 );
var numEye = pDropper.ResourceCount( 0x0f87 );
var numBlood = pDropper.ResourceCount( 0x0f82 );
if( numCrap >= 20)
{
pDroppedOn.TextMessage( "Wonderful work my friend, here is your reward." );
var goldToGive = 0;
switch( RandomNumber( 0, 2 ) )
{
case 0: goldToGive = 50; break;
case 1: goldToGive = 75; break;
case 2: goldToGive = 100; break;
}
CreateDFNItem( pDropper.socket, pDropper, "0x0EED", goldToGive, "ITEM", true );
pDropper.SoundEffect( 0x0037, false );
pDropper.SetTag( "FQ_numToGet", 0 );
pDropper.SetTag( "FQ_IDTOGET", 0 );
pDropper.SetTag( "FQ_LEVEL", 0 );
pDropper.UseResource( 20, 0xF81 );
return 0;
}
else if( numEye >= 20)
{
pDroppedOn.TextMessage( "Wonderful work my friend, here is your reward." );
var goldToGive = 0;
switch( RandomNumber( 0, 2 ) )
{
case 0: goldToGive = 50; break;
case 1: goldToGive = 75; break;
case 2: goldToGive = 100; break;
}
CreateDFNItem( pDropper.socket, pDropper, "0x0EED", goldToGive, "ITEM", true );
pDropper.SoundEffect( 0x0037, false );
pDropper.SetTag( "FQ_numToGet", 0 );
pDropper.SetTag( "FQ_IDTOGET", 0 );
pDropper.SetTag( "FQ_LEVEL", 0 );
pDropper.UseResource( 20, 0x0f87 );
return 0;
}
else if( numBlood >= 20)
{
pDroppedOn.TextMessage( "Wonderful work my friend, here is your reward." );
var goldToGive = 0;
switch( RandomNumber( 0, 2 ) )
{
case 0: goldToGive = 50; break;
case 1: goldToGive = 75; break;
case 2: goldToGive = 100; break;
}
CreateDFNItem( pDropper.socket, pDropper, "0x0EED", goldToGive, "ITEM", true );
pDropper.SoundEffect( 0x0037, false );
pDropper.SetTag( "FQ_numToGet", 0 );
pDropper.SetTag( "FQ_IDTOGET", 0 );
pDropper.SetTag( "FQ_LEVEL", 0 );
pDropper.UseResource( 20, 0x0f82 );
return 0;
}
else if( numBlood <= 20 && numEye <= 20 && numCrap <= 20 )
{
pDroppedOn.TextMessage( "That is not the amount I asked for." );
return 0;
}
}
}
pDroppedOn.TextMessage( "I did not ask for this item." );
return 0;
}
function onGumpPress(pSock, myButtonID)
{
var myPlayer = pSock.currentChar;
switch( myButtonID )
{
case 0: // Refuse
myPlayer.SetTag( "FQ_START", 0 );
myPlayer.SysMessage("Farmer Jones goes back to his garden work.");
break;
case 1: // Accept
var myGump = new Gump; // create a new gump
var numToGet = (20);
var typeToGet = CreateGenericQuest( myPlayer, 1, numToGet );
myGump.AddPage(0);
myGump.AddTiledGump( 50, 20, 400, 400, 5124 );
myGump.AddCheckerTrans( 50, 20, 400, 400 );
myGump.AddTiledGump( 50, 29, 30, 390, 10460 );
myGump.AddTiledGump( 34, 140, 17, 279, 9263 );
myGump.AddGump( 48, 135, 10411 );
myGump.AddGump( -16, 285, 10402 );
myGump.AddGump( 0, 10, 10421 );
myGump.AddGump( 25, 0, 10420 );
myGump.AddTiledGump( 83, 15, 350, 15, 10250 );
myGump.AddGump( 34, 419, 10306 );
myGump.AddGump( 442, 419, 10304 );
myGump.AddTiledGump( 51, 419, 392, 17, 10101 );
myGump.AddTiledGump( 415, 29, 44, 390, 2605 );
myGump.AddTiledGump( 415, 29, 30, 390, 10460 );
myGump.AddGump( 370, 50, 1417 );
myGump.AddGump( 425, 0, 10441 );
myGump.AddGump( 90, 33, 9005 );
myGump.AddTiledGump( 130, 65, 175, 1, 9101 );
myGump.AddButton( 313, 395, 0x2eec, 1, 0, 3 ); // Button - Close
myGump.AddButton( 95, 395, 0x2ef5, 1, 0, 2 ); // Button - Resign
myGump.AddText( 130, 45, 0x34, "Crappy Quest" );
myGump.AddText( 98, 140, 0x34, "Description" );
myGump.AddText( 125, 165, 0x34, "What I would need you to do, is go kill the" );
myGump.AddText( 98, 180, 0x34, "Crayma and bring me the "+typeToGet+". Some of" );
myGump.AddText( 98, 195, 0x34, "them have it some don't. What I need from you, is" );
myGump.AddText( 98, 210, 0x34, "to bring me back "+NumToString( numToGet )+" pieces of "+typeToGet+" so I" );
myGump.AddText( 98, 225, 0x34, "can use it to help my garden grow. If you" );
myGump.AddText( 98, 240, 0x34, "decide to go through with this, I will give you" );
myGump.AddText( 98, 255, 0x34, "a sword and gold as well for your troubles." );
myGump.Send( myPlayer ); // send this gump to client now
myGump.Free(); // clear this gump from uox-memory
return false;
break;
case 2: // Resign
myPlayer.SetTag( "FQ_numToGet", 0 );
myPlayer.SetTag( "FQ_IDTOGET", 0 );
myPlayer.SetTag( "FQ_LEVEL", 0 );
myPlayer.SetTag( "FQ_START", 0 );
myPlayer.SysMessage("Farmer Jones goes back to his garden work.");
break;
case 3: // Close
break;
}
}
function CreateGenericQuest( myPlayer, questLevel, numToGet )
{
var typeToGet = GetItemType( myPlayer, questLevel );
myPlayer.SetTag( "FQ_numToGet", numToGet );
myPlayer.SetTag( "FQ_LEVEL", questLevel );
myPlayer.SetTag( "FQ_START", 0 );
return typeToGet;
}
function GetItemType( myPlayer, questLevel )
{
var retVal = "";
switch( questLevel )
{
case 1:
switch( RandomNumber( 0, 2 ) )
{
case 0:
myPlayer.SetTag( "FQ_IDTOGET", 0xf81 );
retVal = "Crayma Crap";
break;
case 1:
myPlayer.SetTag( "FQ_IDTOGET", 0x0f82 );
retVal = "Crayma Blood";
break;
case 2:
myPlayer.SetTag( "FQ_IDTOGET", 0x0f87 );
retVal = "Crayma Scales";
break;
}
break;
}
return retVal;
}
Code: Select all
[craymacrap]
{
get=base_item
name=Crayma Crap
id=0xf81
pileable=1
amount=1
decay=1
}
[craymablood]
{
get=base_item
name=Crayma Blood
id=0x0f82
pileable=1
amount=1
decay=1
}
[craymascales]
{
get=base_item
name=Crayma Scales
id=0x0f87
pileable=1
amount=1
decay=1
}